EG 2016 - Posters
Permanent URI for this collection
Browse
Browsing EG 2016 - Posters by Subject "and texture"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Item Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming(The Eurographics Association, 2016) Ozawa, Tadahiro; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo; Luis Gonzaga Magalhaes and Rafal MantiukSubsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light transport requires large computational cost. In this paper, we present a novel algorithm to render heterogeneous translucent materials using Dijkstra's Algorithm. Our two main ideas are follows: The first is fast construction of the graph by solid voxelization. The second is voxel shading like initialization of the graph. From these ideas, we obtain maximum contribution of emitted light on whole surface in single calculation. We realize real-time rendering of animated heterogeneous translucent objects with simple compute and our approach does not require any precomputation.Item Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map(The Eurographics Association, 2016) Mochida, Keisuke; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo; Luis Gonzaga Magalhaes and Rafal MantiukRendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects that contain complex structure inside. First, for the precomputation, we convert mesh models into voxels and generate Look-Up-Table in which the optical thickness between two surface voxels is stored. Second, we compute radiance in real-time using the precomputed optical thickness. At this time, we generate Voxel-Number-Map to fetch the texel value of the Look-Up-Table in GPU. Using Look-Up-Table and Voxel-Number-Map, our method can render translucent objects with cavities and different media inside in real-time.